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Blind Poker Artificial Neural Network

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I am making a game called Blind Poker, and I am going to try using an artificial neural network (ANN) to make decisions for the computer player, that is, use an AI to choose state changes (from state to state). There are 52 cards in the deck, and there are 9 states that each card can be in: player 1's hand, player 2's hand, player 3's hand, player 4's hand, player 5's hand, discard pile, top of discard pile, top of pickup pile, and uncovered. 9 states takes 4 bits to encode. So my neural network will have 52*4 = 208 input neurons and 208 output neurons. The biggest problem that I face now is deciding on how many hidden layers there should be, and how many neurons per hidden layer there should be. I'll train the ANN initially by facing it off against a computer player that picks pseudorandom state changes. Once the ANN has won a significant number of games, I will copy it a bunch of times and gently perturb the weights of these copies. Then I play these copies against the ANN, and see which one comes out on top. Then I copy that winner and perturb it. So on and so forth, until some significant number of generations has been spawned. Is there anything you'd do differently?

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